/Engine/Source/Runtime/Engine/Classes/GameFramework/InputDeviceSubsystem.h
NOTE: This does NOT make a new instance of the given property. If you pass in the same object before it is completely evaluated, then you see undesired effects.
[FInputDevicePropertyHandle](API\Runtime\Engine\GameFramework\FInputDevicePropertyHandle) ActivateDeviceProperty ( [UInputDeviceProperty](API\Runtime\Engine\GameFramework\UInputDeviceProperty) * Property, const [FActivateDevicePropertyParams](API\Runtime\Engine\GameFramework\FActivateDevicePropertyParams) & Params )